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Deadeye

Deadeye

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  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1259399#Comment_1259399

    While that is true, if the difference is too much, there is nothing to learn.

    Otherwise, elementary schools would be closed long ago, as children could just start in 5th grade and need to git gud.

    Same with sports, a new boxer can learn a lot of fighting an experieced champion, why waste time with other new boxers?

    there is a reason most people would find that a bad idea.

    I think the difference between 5 and 1 is not too much, at least taking into account that queue times would be gigantic if you just allow matchmaking with ranks +-1. And that also includes that this should not be the majority of cases. It sometimes happens (again to make sure, we have working matchmaking and ranking), and in these cases you mught experience a loss but can learn from it, next time you get better ranked games.

    And Im not sure if most people think it is a bad idea. I said let's get back to where it was, where queue times were fine and far less people complained about matchmaking (compared to now). So regarding forum feedback, the old approach was more accepted than the current.

  • @Edwardo13579 said:

    Has everyone forgotten when the hatchet hit boxes were changed a while ago, and it made everything so much worse. Hatchets would go straight through survivors if they were vaulting, so they reverted the change back to what we have now.

    Not forgotten. Currently they use balls as hitboxes which causes silly looking hits.

    I don't know how often they were changed, but something like over a year ago the hatchet hits were fine

  • You dont hear the killers terror radius.

    Also means that you are not affected by the TR, like Coulrophobia or Unnerving Presence, but also BT won't trigger for example

  • And it is pretty funny, that this article is linked and same time saying that the idea of being an anti tunnel perk is coming from the community. I'd rather say the idea comes exactly from this post

    grafik.png


  • Btw Peanits himself also said that he thinks DS should deactivate if you put yourself back in action, like touching a gen and that people hopping into lockers from a gen when the killer approaches counter the counterplay to DS.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1263888#Comment_1263888

    in that flip you made you took a lot from the back, you also count the head, but in the picture you dre you didn't count it

    As I said, the injured survivor is not in the center of the hitbox. If you just flip the hitbox, you cut off the head. So the part of the survivor that is leaning out of the hitbox needs to be added to the other side as well, to flip the image. That is what peanits said. The way I flipped the image would ingame mean, you have exactly the same hitbox

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1263772#Comment_1263772

    https://us.v-cdn.net/6030815/uploads/173/8X32RZDXLU48.png

    sorry what

    https://us.v-cdn.net/6030815/uploads/536/UNMD58GU2VK0.png

    also, you're saying that hitting air makes a killer playable? what are shooter games who use normal hitboxes, impossible to play?

    This is exactly not how it works. Look at the 4th of 5 from peanits drawn images. Your video is the 4th picture and is a hit, the 5th is while moving, adding latency. The injured position is leaning a bit out if the hitbox, but it still connects with the hatchet.

    grafik.png


    What you did is flipping the center of the survivor, not the center of the hitbox

    grafik.png

    Although I must admit that the hitbox in this video does not look like this hitbox, unless the hatchet hitbox is massively exceeding the hatchet

    https://www.youtube.com/watch?v=A8SwqJJKlaY&feature=youtu.be&t=454

    EDIT: Just watched it a bit further and at 10:45 there is a hitbox that looks totally different from what they showed in the editor XD and that would fit better to the hatchet video above :P

  • @Nubgutter said:

    I believe Jack Torrance could very well be the chapter 16 killer because of 3 reasons 1.The 40th anniversary for the shining is May 23rd and the PTB is supposed to be coming out on the 26th 2.The death slinger is based off of Stephen King's the dark tower series so maybe they added him to hint at another Stephen King property coming 3.Breakable walls were added which is literally perfect for Jack, This is all a guess but it being the 40th anniversary for the shining and the PTB being right next to each other I don't think is a coincidence, Lmk which licensed killer you think it will be for chapter 16.

    PTB and birthday pretty much can be a coincidence because the 6 weeks schedule is up since the roadmap last year and probably even longer. So they would have planned that for over a year and I think I heard they just round about develop on 3 killers at a time, including concept phase etc.

    @PigMainClaudette said:

    Ok. I'm going to as the same thing that I ask of all people who suggest Jack, Pennywise, Chucky and all those types of killers.

    WHAT WOULD HIS POWER BE, FOR ENTITY'S SAKE?

    Jack Torrance literally just went stir-crazy and ran around with an axe. And with the whole lockdowns in effect at the moment, I'm starting to relate, especially now that I'm out of black spray and can't paint more Warhammer models because of it!

    Without an idication if a power, I don't see him getting added. Plain and simple.

    I would ask "your lack of creativity blocks the possibility for killers?" but you wrote "I don't see" so I guess that's a valid wording :P

    PaulieEsther released one or two videos for speculation on chapter 16 and it sounds pretty reasonable that it will be a license killer, but nothing more detailed known about who and which power. The only typical indication so far was that the guy from Candyman has some twitter likes and admitted voice acting for a PC game that he may not talk about. But seems like this is more likely for chapter 17. But also not sure if this is a guaranteed clue.

    Does anmyone know if Keanu Reeves made some mystery about Cyber Punk before it was released that he was acting for that game? Or Kevin Spacey on Modern Warfare? Cuz people might also voice act for other games than DBD :P And I have no idea about "information leaks" on other games that I don't follow that much like DBD.

    Thinking about it, I would like to have a Matrix chapter. Smith as killer and Neo as survivor.

    Perks:

    Dodge projectiles: (exhaustion perk) He does his matrix move to dodge a hatchet, harpoon or gas bottle.

    Internal heart massage: Can revive moried survivors

    See the code: Ability to fix bugs during the game

    Killer Mori would be the assimilation, making another Smith from the survivor, that flies away then

  • @sherzslayer said:

    Not sure if the devs know of this bug yet but im kinda dying every single match because of this bug lol.

    I think they know because the status of this report is "acknowledged". And yeah, you need to listen. At least I heard it so far each time. Others say they can't hear it but I guess that might be missing attention during the chase. But could be both

  • @Almo said:

    My vote for Huntress is Ralph. https://www.twitch.tv/ralph

    How about Peanits? :D

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262349#Comment_1262349

    Not that I know of, but he proved Wraith can 4k at high ranks, plays Wraith a good bit and thinks very good of Wraith.

    I would call someone main only when you have a decent chance of seeing games with that killer while watching his stream. He plays too many killers and survivors. Otz for example always comes back to trapper now and then from what I've seen. Couldn't say that about Tru3's wraiths. But I don't watch regularly, so I can just guess. And ofc this is my opinion

  • @YuiKim said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261735#Comment_1261735

    And how do we know that's true?

    I can easily say I end chases in 15s and I get genrushed so I can create a thread about it with the intention of nerfing gen speed more.

    How do we know what he's saying is true? even a decent survivor will last 20s not 15... but yea let's believe what OP is saying

    XD if you don't believe the OP what is the point in discussing? Just move ahead.

    And if one killer is able to down within seconds, then it is the Huntress. And you don't need to be an omega pro like with nurse to handle hatchet throws.

  • I think a big step would be to tweak survivor spawning. Without offerings, they should never spawn in 3-4 man squads and they should not spawn next to gens. Can't say a proper value as I don't know what is all behind it, but something like 16m away from gens would already help

    @Aven_Fallen said:

    Even if Gen Time would be increased by 10 seconds, people will come here and cry they want additional 10 or 20 seconds.

    If you have problems winning as Killer on those reworked Maps, you are probably at a too high Rank.

    If it is correct that he ends chases in 10-15 seconds, he is probably at the correct ranks (ignoring the fact that ranks mean nothing atm)

  • @Respectfulnancymain said:

    Iri head is op becasue it has no down side any decent huntress can start using it for ez 4ks. Most people cant dodge 3 hatchets let alone 5. And conisdring your using the "just adapt lol" argument I trust you can adapt to ds,dh,bt and unbreakable

    It has a downside, you just have 1 hatchet ^^ the problem is the belt.

    There is an easy fix, just make the hatchet count not stackable with other addons, done. Also heard the suggestion to add the minimum range like the Deathslinger has. That would also be fair and to be honest, I would even be fine if the addon then just gives -2 hatchets. In short distance you cannot dodge a hatchet, at least not as "reaction" to where the Huntress aims. If she releases at the right moment and aims well, you cannot avoid the hit.

    And to your "adapt" comments: there is no adaption to this addon. It has the same counterplay as the base power. And you get hit during a match, which totally depends on the Huntress' skill.

  • @MegMain98 said:

    New Prayer Beads can throw people off. They’ll start to get desensitized to the whooshing and let their guard down. It’s definitely not as powerful as old Prayer Beads though. It’s very niche, most of the time it isn’t worth it.

    I’ve only used the newer Prayer Beads once and I can count on one hand the amount of times I used old Prayer Beads. It’s not her best add-on :/

    You need the correct builds for it. Some examples listed in this thread already. On it's own it is just not worth being a purple addon but still can give you some advantage in certain situations.

  • @drimmalor said:

    This is actually something I haven't gotten around to testing to find out for myself, but my guess is that Monitor applies first (establishes a base value) then Distressing applies after, regardless of order. I can't think of any other perks it would matter for either really, outside of other similar like Furtive Chase.

    My guess would be exactly the opposite, as Distressing is a constant effect and MnA switches depending on game situation :P

    But good to know that MnA gives you a not so much distressed TR outside chases and a huge distressed TR in chases. @Predated one more idea would be the anti heal builds with Coulrophobia, which you can use on pretty every killer with a decent TR. I think for Oni this build is a pretty nasty one, but it would also work very good for Nurse or Legion, and would help Trapper or Clown also pretty good. Good to combine with Nurses Calling, Thana or Blood Echo as 4th perk, depending on which killer and addons you have to support this.

  • @Quol said:

    It makes everyone on the map (outside of your tr) hear the wooshing sound.

    It works well with Ruin+Surveillance

    Yes, that's what I would reccomend for this addon as well. By it's own, as already mentioned, you just get some free gen pressure and later in the game, when they get used to it, you might get easy first hits or even grabs. To get more value out of the addon, bring perks like the above. At the beginning, they will get scared off often, so Ruin+Surveillance will give you mapwide information which gens are progressed, also allowing free regression. And when they start to commit to gens, yellow auras (or when you remember which gens turned yellow, also the red ones, as they would turn white when they leave) show you where people are working on gens, giving you a chance to grab.

    Also Discordance might work, and Dead Mans Switch is also great. Discordance gives you regular updates if the gen is being progressed, so you can try to time your phasing well between 2 notifications to check if a grab is possible. Dead Man's Switch might be also pretty effective, as survivors will know about both, the addon and the perk after some minutes. In the beginning, you might get the maximum out of the perk as they leave pretty instantly after you phase after an obsession hook, later (best combine it with Thrilling Tremors or BBQ) they might commit to the gen, because they know about Dead Man's Switch and you can force them off or grab them.

    @Rin_is_my_waifu said:

    If you go against a team of solos then it is beneficial, but if it is an SWF, it does more harm than good, as they know when you're phasing

    @blue4zion said:

    I love the idea of the addon, as when I'm Spirit I'll phase near gens im passing in case survivors are there to at least spook them for a few seconds to slow progression.

    This addon lets me do that map wide all game!

    However, SWF can really abuse it, letting eachother know when shes phasing during a chase. But this doesn't really matter against a survivor who can see her phasing tells anyways.

    SWF doesn't help the team as you don't have to follow the one you are chasing. I would always combine this addon with gen information perks like Surveillance or Discordance. Hit the person and phase to the gen, so even non-SWF think you are in a chase. But don't do that always, so they don't get used to it

  • The Glowing Concoction also does not seem to work, at least not always. I used Distortion in a game against her and was hit by a hatchet, not losing a stack.

    I think I lost a stack earlier in the game and thought about if I lost it against this addon, then on the second hit didn't lose the stack, thinking "ok, something different apparently" but saw in the end screen that she had the addon

  • @Terra92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261168#Comment_1261168

    If it was acknowledged it would have been fixed in the last update patch. It will continue to be reported by people finding it and I highly encourage people to post their own to get word out.

    This is how bugs are fixed, by giving as much information out there as possible. If I had screenshots and video I would have posted that as well.

    It was acknowledged after the patch and I think it was introduced with it. And I would not reccomend to open 20 threads on the same issue. Do you see the votes button? Search for the bug before you report it. Having more upvotes means it gets more attention, 30 threads with 2 votes might not.

    And the status "acknowledged" is set by a mod I guess, so if a bug report has the status acknowledged, then it IS on their todo list, you just can't say when it will be fixed, so if they would regard it as minor issue, they might still bring out a patch without a fix for an acknowledged bug (although I think this one will have a high priority and most likely fixed in 3.7.2)

  • Pray in your closet would be countering itself. Lockers hide auras :) Also 8 seconds would be too much

    And what do you mean with "can be used"? Active ability? Do you need to press a button? And how long should the speed decrease stay?

  • @MadArtillery said:

    I wish I had these problems of too many blood points lol.

    Yeah, people complaining about how bad the grind is, I don't get how the cap can be a problem.

    Currently you need about 4-5 million to max out a character. You can already get pretty far by saving archive challenges and dailies, then spending shards on the shrine for perks you already have. If the cap would be even higher, then everyone would just rund the "meta" builds on new killers as soon as the chapter is released. Like every Oni had Infectious Fright, every Deathslinger M&A and STBFL and so on. This way we have at least a decent time with vairous builds, also allowing to get familiar with other perks on new killers, so that maybe not everyone wants to run the meta, because they adapt to other builds.

  • Yes, already reported and acknoledged. The entity blockers are not visible, no matter who triggers it

  • Yes, already reported and acknoledged. The entity blockers are not visible, same on Bamboozle

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1259481#Comment_1259481

    Okay, so... What? Do you think the Devs will ever make emblems harder, because they definitely will not: they don't want to have to tell people they aren't actually good at the game. This isn't Dev bashing, it's just the logical reason you would do as they are doing: they see "rank" as a problem that causes a lot of tension in the community and so want to hide it. But you can't suddenly hide rank, that would piss everyone off, so they are developing an MMR system and hiding that instead. And the game will be better off than it is in its current state, even if the MMR system is literally the rank system from a year ago.

    Yes, all our problems would be solved if it was harder to rank up and they reverted matchmaking/ranking to what it was a year ago (or earlier). But that is NEVER going to happen: this is a toxic, fragile playerbase we're talking about. Try telling 100k Ochido's that they aren't as good as they thought they were and see what happens. The Devs have to do a lot of smoke and mirrors to keep them happy: the doctor rework was written almost entirely from a survivor-based POV, and for good reason.

    I also said something about that in the beginning: I had thoughts about how to adjust the emblems to be more skillreflecting. But that went up in somke when they announced the MMR is coming. Our discussion started at "back to average killer rank -> unfair noob bashing"

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1259431#Comment_1259431

    RANK. DOESNT. WORK. It is no longer an indicator of skill. It never really was, but now it's completely not because you can barely lose ranks. The Devs themselves said this. The developers. Of the game. Not just the professional content creators whose job it to be good at the game, and the significant majority of the community: the games very own developers. This is the gaping flaw in your example: that killer very likely has NO idea what the hell is happening. They probably only have the basics of mindgames and loops: that's not enough. Not even close.

    Rank used to reset every month. Now it really, honestly doesn't: play 10 hours a month and you can maintain your rank 1, because it's super easy to black pip even though you got steamrolled. And that's just as a killer: as survivor, you get steamrolled and PIP! #########! Matchmaking is basically a roulette system: even if it worked perfectly and matched rank 1's against rank 1's, it's just as likely that you are matching babies with GODS. And tbsoe babies can it learn from gods: it's like cranking the game to it's hardest difficulty. This has been well documented. That's WHY the Devs started talking about an MMR system in the first place: they admitted that ranks didn't matter and it was just a personal victory.

    I said that before: OF COURSE it is a mess RIGHT NOW, but we can throw the whole system away is we assume that a working ranking does not work. If the system is working correctly, we would just need a rank reset to 20 for everyone. Might be a mess in the first week but then you get to the ranks you belong to. And back in the days, rank 1 wasn't leagues ahead of rank 5.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1259399#Comment_1259399

    You proved my point with your scenario: You didn't immediately crank the bots to max difficulty. That's what I mean by context: you have to know the previous 'tier' of skill in order to understand what's right and/or wrong about what you are doing now.

    And rank 5 from my example (purple tier) is one behind rank 1 (red tier). If you treat 4 ranks difference as "leagues ahead", then this game will never have a working matchmaking, because you will never be able to have games purely consisting of equally ranked players across the board. I think even with a tolerance of +-1 this would not be possible without queue times like 30 minutes

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1259272#Comment_1259272

    DBD currently has (effectively) no matchmaking parameters. They were disabled a while ago. The search parameters now expand too quickly for the old "highest-level-swf" parameter to matter. The game's current MMR system, emblems, is all but ignored. (I really don't care that it's not technically an MMR system, they serve the exact same purpose.)

    And no, rank 5 doesn't mean that someone is good (because it's easy to get to rank 1) or that they can learn from their awful experience. To put it bluntly: you cannot learn from someone leagues ahead of you. Learning requires context: if you don't understand the context, you don't learn. This is why throwing people off the deep end usually results in them drowning.

    Another thing: I can't imagine that they completely removed matchmaking parameters. Then you wouldn't need to wait 8 minutes for a game. It would be kinda "first come first served"

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1259272#Comment_1259272

    DBD currently has (effectively) no matchmaking parameters. They were disabled a while ago. The search parameters now expand too quickly for the old "highest-level-swf" parameter to matter. The game's current MMR system, emblems, is all but ignored. (I really don't care that it's not technically an MMR system, they serve the exact same purpose.)

    And no, rank 5 doesn't mean that someone is good (because it's easy to get to rank 1) or that they can learn from their awful experience. To put it bluntly: you cannot learn from someone leagues ahead of you. Learning requires context: if you don't understand the context, you don't learn. This is why throwing people off the deep end usually results in them drowning.

    Well, first, if we assume that ranks completely mean nothing even if they would work as intended, then we don't need ranking and match making at all. Rank 5 to rank 1 is not leagues ahead. And not sure what you want to say with the context. Do you get more context when playing against the same ranks? It is up to the player if he learns or not. If not, he doesn't get better and therefore doesn't pip (assuming a working system)

    Just as an example: In Quake 3 Arena, I played a lot against AI bots. I noticed that I get better when playing against same level bots all the time, resulting in more matches I could win. Then I increased the difficulty, having bad matches, going back to "my" level. Trying again after several days of "training" to increase the level, same result. I just managed to get better significantly by playing against a difficulty that is a bit to hard for me, to get to a point where I started to win matches against them.

    Meaning, when you don't play against people mindgaming you, you will never learn mindgaming. Counts for all the other things you need to learn in DBD. That's why I don't give up every chase when the survivor seems too strong for me. I give up the game and try to find ways to catch this guy, to make it better next time

  • @MadLordJack said:

    So it's totally okay for tryhard sweaty swfs to get matched against low-skill killers?

    DBD needs some sort of proper matchmaking, but the Devs are too focused on the wrong thing. Nobody wants instant ques if they are going to get bullied 4 out of 5 matches. Seriously, it's just plain wrong. Why do you think no-one plays killer at high ranks? The ques are instant.

    Do you refer to what I said? If yes:

    3 ranks 1 with a rank 17 would be an average of 5. A rank 5 killer should not be a low-skill killer, he is on his way to red ranks. So he should at least be close and get some action going, maybe not able to 4k, but will also have a good amount of learning from this match. I think that is ok.

    Other scenarios: 1+5+10+15 would get you an average killer rank of ~8. Which would mean, 1 survivors might bully him, the other two are close to his rank and be a good match and one of them being an easy target (like in the first scenario as well). So if you struggle against the god looper, leave him and concentrate on the other 3. Once in a while you might get the rank 1 offguard.

    So, yes, the incredible amount of sweaty tryhard full SWF messing up almost random-guess of my matches, that are actually not that far away rank wise, would be ok. Especially compared to the randomness of matchmaking, that puts green rank killers against full red rank teams, how it is currently frequently happening.

  • I can't think of it working either. This will just treat a win and loss as 0-1k or 3-4k which we know is not reflecting skill at all. Emblem system neither. You can easily do bad and get a 4k by either NOED/Bloodwarden or an over altruistic team. And that would mean you are ranking up for an 80% bad game.

    The current problem is the matchmaking, that screws over the pipping, because rainbow groups are matched against the best possible killer, which also creates the queue times. There are simply not enough high rank killers available, to put one red rank into each match that contains a single red rank survivor. That expands the range, putting lower ranked killers into higher ranked survivor matches and in each game one side is having a bad time. Note, this is just an assumption of how it works, but I really think that they need to match riller ranks of the average survivor ranks again, not the best survivor rank.

    And MMR is even further away from being skill based than the emblems are. There is no system that is able to judge if that trap was well placed or if the survivor just didn't pay attention. If the killer chased well or if the survivor got stuck on a corner. And so on.

    I was about to create a thread about emblem rework, but before I gathered my thoughts, the MMR was announced, so it would be kinda useless now to come up with that

  • I also noticed that Wraith felt differently during uncloaking, just couldn't tell what it exactly was. The uncloaking/boost definitely felt weaker, I think it was not just the sound timing

  • Had that too, twice now. I think it happens when someone gets injured during the unhook, but I can't remember well enough if that happened both times for me as well

  • If you want some more points, go loot some chests. Maybe you find toolboxes to get sabo hooks or a flashlight to uncloak him. Then you get some Chaser emblem points as well and several points for vaulting in front of him. Maybe not that funny, but you get the black pip

  • I unfortunately gave up on thinking about survivors gaming experience, as I never notice that survivors take care of killer's gaming experience. That happens maybe once in 100 games, that one survivor signalizes that he feels sorry for the killer, granting a free hook/kill after a crappy game happened once in 3.5 years.

    But in general, as I would like it to be, I would list the following for survivors:

    • Don't camp the hooks and expect the killer to leave. Insta unhooks are bad in two ways: forcing the killer to tunnel (and most likely complaining about tunneling afterwards) and farming/exposing your mates on the other side
    • Don't t-bag. Never. It has no use and is just insulting. It may be fine ONCE if the killer just facecamped or otherwise "didn't play by the rules", meaning as a reaction to something else unfair.
    • When claiming that NOED is a crutch perk, don't "abuse" DS to sit on a gen or do unhooks. That's the same way of stupid play awarded by a perk
    • Don't sandbag
    • If you can't say something nice, don't say nothing at all. Chat flaming just ruins the game for everyone and most likely the following one's to come as well

    @The_Bootie_Gorgon said:

    My opinion, is that people can chose to play as they want. This goes for killer/survivor. They paid for the game, dlc, internet connection, their platform. As long as they play within the rules and mechanics that are allowed by the game/devs.

    As a killer, My objective is to try to stop survivors from escaping using everything that is available and allowable. I expect the survivors i play against to use everything available and allowable for their objective.

    As a solo survivor, my objective is to try to escape/ help others escape...If I die, but i helped progress the match and in turn others escaped, I at least feel good because i was productive. I expect the killer to use everything available and allowable for their objective.

    Sure everyone can play as they want. But tbagging and hitting people on hooks does not grant any progress on your objectives. Noone can stop people from doing so, but I think it is fair to call these people unsportsmanlike and bad behaving. As this is simply just understandable as insult

  • @slimjim75492 said:

    No it doesn't work at all every time I use prove thyself it does not apply the 15 percent, it takes 120 sec just like if you had no perk and it says you get 15 percent repair speed but you all ready get 15 percent without it that's for all survivors check the new patch for changes it says all survivors will get 15 percent instead of 10 percent it use to give you at least that's what it says

    It takes longer than working alone? I think you mess something up here

    @Kernelzilla said:

    • Platform: PC

    • Description of the issue:

    When u use prove thyself and work in the same generator with another survivor the 15% repair speed is not applied.

    • Steps to reproduce (if possible): Use Prove thyself and work in a generator with other survivor.

    • How often does this occur: All the time u use the perk.

    Are you sure it is slowed or are you just assuming due to the red progress bar? The perk does not push you back to 100% speed, the 15% is added to the reduced speed as base value. Meaning, 2 survivors will have something like 0,98% repair speed

  • If the crows on the swamp main buildings all count against the challenge, that would most likely be the best map. The next best map would be Hawkins. If you run Spies on that map, you will see how close they are and how many of them. Not sure about Lery's but I think there are also a lot. On The Game there are definitely almost no crows

  • There is no stats like how often you were blinded, just how often you have blinden maybe, for example. Also, the newest totem grab achievement started to count when the achievement was introduced, this is not in the game already.

    I would like some more details in the end screen. Like a timeline for bloodpoints or emblem points. Showing you when you blinded the killer, when you stunned the killer, when you got points for avoiding a blind, kicking pallets/gens and so on. That would help in a lot of cases to analyze your game and see iof you can improve somewhere. This timeline should also include when gens were finished and hooks/unhooks happening, for both sides, even if you don't get points for that.

    I would also say, getting 3% as killer for "finding survivors" during a total match is kinda useless. Make it worth more points and add -% for when survivors gain stealth without being found. Another thing where you could check when you did good and when you missed survivors. But I think all of these changes are too much effort and regarding the (hopefully) soon updated ranking, it becomes worthless.

    Still would like to have such a feature beneath the new ranking


  • Not sure about the duration of the head on animation. But 150% and 115% means 1.4m per second that the survivor gains -> 4.2 m in total compared to 12m. Now guessing, how long the stagger for BL is after dropping, if there is any kind of delay after a vault and how long the Head On animation takes

    in Head On Comment by Deadeye
  • @Dwight_Fairfield said:

    It doesn't mean a darn thing. I find most people do it for amusement while waiting to be saved.

    Yes, and while people complain how bad solo games are, this shouldnt be a thing

  • It also gives you an icon when the killer is near but at the edge of the TR where you most likely don't hear the silent heartbeat due to the gen sounds

  • @G1ng3rBreadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248885#Comment_1248885

    That logic is incorrect because with the other exhaustion perks it's 3 seconds at 150% speed so you will get more distance than head on allows also you don't get to move right after head on because you still stuck in the animation so if that truly was the reason for having to wait 3 seconds then their reasoning is wrong so doesn't matter anyways whether it's a trade off or not therefore. Also I can understand there being some kind of timer but 3 seconds is kinda long especially when there doesn't have to be a timer anyways

    With headon, the killer is at 0% movement speed and the survivor at 100%. With other speed bost exhaustion perks, the killer is at 115% (or 110%) so not even half of the distance possible you get from Head On

    in Head On Comment by Deadeye
  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249105#Comment_1249105

    I haven't looked at the killer side as I tend to go down the survivor route, but even so, personally, if a challenge is featuring a killer that I am not confident in, i would probably skip that challenge?

    idk, im not complaining too much, it makes for funny games except i don't get to benefit from these games anymore because I can't even pip in rank 1 :/

    Well, one big point of the archive is to bring more variety into the game ^^

  • And again a reminder, to get that meaning back into the game, pls. So we get a bit more communication for solos!

    1) Flapping means, killer is near (sometimes hard flapping means facecamping)

    2) No movement means, all quiet

    3) I like to do 95% of the animation to say "need to kobe, cuz noone is coming to save me. pls help"

    1) should be at least common, I would like to get all 3 common again

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248279#Comment_1248279

    I've never actually played Catalyst. I really want to, but I don't feel like setting up Origin just to buy it.

    Got really excited when I saw a screenshot of Catalyst on Steam and that EA would be adding some of their games onto Steam that didn't sell so well. Alas, still no Catalyst on Steam yet. :(

    https://forum.deadbydaylight.com/en/discussion/comment/1247873#Comment_1247873

    Um, no?

    I was asked a question and accused of doing something that I did not do. I answered the question, and proved that the accusation was incorrect.

    If you don't like me, fair enough, but don't you start spouting nonsense and rumors about me.

    What exactly did I accuse you? For the value of games, well. No need to argue about that one. I would still say, the games you play over and over again are done developing, nothing happens to that anymore. Other games are being worked on and need income. So not really comparable in my opinion, but fair enough on your point on how much something is worth for individuals.

    Still you didn't react to anything beneath that what I mentioned, just paragraph 2. If that's what you said I accuse you of, you didn't prove I'm wrong

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1244672#Comment_1244672

    Resident Evil 3 came with Resident Evil Resistance for free -- an A-symmetrical game just like DBD. Which I've been playing the ######### out of and already have over 100 hours in and plan to put in a lot more.

    This comparison really falls flat. Sure, if you want to just compare it to Resident Evil 3, then yeah. But then you're literally ignoring half an entire purchase and a completely different game, which I don't think is really fair.

    Dude this is sooooo common in this forum. I post 3 paragraphs and you pick one of them and post an answer to an abstract little bit of what I say within it to counter it. What about the general message "you pay third of the total price for games that give you 1% of the playtime"? What about the other 2 paragraphs? Can't counter them so not worth replying to them?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1244672#Comment_1244672

    Resident Evil 3 came with Resident Evil Resistance for free -- an A-symmetrical game just like DBD. Which I've been playing the ######### out of and already have over 100 hours in and plan to put in a lot more.

    This comparison really falls flat. Sure, if you want to just compare it to Resident Evil 3, then yeah. But then you're literally ignoring half an entire purchase and a completely different game, which I don't think is really fair.

    Well, then take every other game that comes with a single player only... Duke Nukem, Doom, Quake 4... whatever you like. I bet there is more than one game, my argument doesn't falls flat with...

  • Necromancer! This post is from 1 year ago!

    You need a 4k and double pip with killers to get the adept.

    @MPUK said:

    You need to be hooking everyone repeatedly. If all you had to do was hook them once, tunnel off the hook and mori them out of the game the achievement would be simple.

    Agreed! This is just valid for survivors. Crouching around whole game and jumping through the hatch with a key is fine, without touching a gen.

    I think they should make both adepts require a single pip tbh

  • @JediWithASniper said:

    So... I think it’s time to talk about respawning pallets.

    If hooks respawn, so should pallets. Although, I wouldn’t advocate the pallets respawning in the same place they were broken, nor do I think it should be anything like the speed that hooks respawn. Here is my proposal:

    Every two minutes, the map generates pallets to the total number that spawned at the beginning of the match. If the map spawns with 7 pallets, and 3 pallets are broken, not just downed, but broken, then at two minutes in, the map regenerates the 3 broken pallets.

    This enables the killer to prevent pallets from respawning by leaving them. Not all pallets are safe, so they don’t all need to be broken.

    In this way, the fewer number of pallets on maps is fine, but you don’t end up with a whole map that is a dead zone.

    Also, 2 minutes is maybe too fast, perhaps it needs to be 3 minutes instead.

    Bait? I mean... If hooks wouldn't respawn, we can go back to 2016. Especially now, where you need in sum like 1 minute to get rid of all hooks on the map.

    And you know that windows "respawn" and pallets are way safer "mostly" and therefore a consumable resource?

    If anything, I would think about adding a new resource, that is somewhere between windows and pallets and can be reset by survivors somehow. Breakable walls are one good starting point, but are basically dropped pallets. How about something like ropes, that can be set up as trap to slow down the killer or trap them when enhanced by multipe set up actions, and the killer can destroy them by swinging. Would cost some survivor time if they want to invest it (killer is happy when survivors waste time) but can extend chases, and would maybe, depending on the amount of available trap spots, give Relentless some more value.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1244224#Comment_1244224

    $10 can be a lot of money for a lot of people.

    Money has different value for everyone. $10 may not be a lot of money to you, but for me and a lot of other people, it can be the difference between being able to eat tomorrow or not.

    More specifically I'm not going to buy the premium track, because I think battlepasses are very anti consumer. They are designed to manipulate people to not only spend more money, but to invest a ridiculous amount of time into a game as well, and I refuse to support that, much less so in a game that's not even free to play.

    Well, can be a lot of money... and I wouldn't compare it with work, when talking about how much time is worth. This is your free time you spend. Or do you really expect BHVR to throw out money like you are their employee?

    And next point: compare the time you need to finish RE3 to the price of the game and look at your gametime in DBD. Regarding the amount of your posts, I think you are active for quite some time. I have 2600 hours in DBD. For RE3 it is like 4€ / h and for DBD I payed like 0,04€ / h. This is a long running game that requires a lot of effort to keep running like that.

    And last one: I needed like 140 hours to finish a rift. And the "100 hours of getting your money back" is normally included (by design) in the time you need to finish the challenges.

  • The only map that reduced pallet count was disturbed ward, and there only in the main building.

    I didn't notice that many deadzones tbh. Havent played torment creek yet, but I think they mainly removed the braindead second window and replaced it with a door/pallet combo

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